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Crafting Mystery and Magic: An Interview with HeR Interactive

Crafting Mystery and Magic: An Interview with HeR Interactive

When I was a child, my mother picked up a little mystery game called Nancy Drew: Treasure in a Royal Tower. That single purchase would launch a lifelong love for the wonderful mystery series and would open the door for a wider interest in mystery games, horror, travel, and history.

From halcyon nights spent beside friends, clustered around a small screen screaming gleefully at the occasional jump scare, to seeing the beautiful rendering of Nancy's story in the newest game, each time I boot up the title screen feels a lot like coming home. It's why I was ecstatic to have the chance and honor of being able to interview the creative team continuing Nancy Drew's celebrated legacy.

HeR Interactive was founded in 1995 and has produced Nancy Drew mystery games since the first release of Secrets Can Kill in 1997. The teenage detective has a storied history outside of the games, but it's in the games where many fans found a foothold. Her influence remains significant in pop culture, and Nancy's stalwart curiosity and actualization in these games continue to enchant fans. The most recent entry, Nancy Drew and the Mystery of the Seven Keys was released earlier this year.

The HeR Interactive Team members interviewed are as follows:

  • Suzy O’Hara, Chief Creative and Creative Producer - Games
  • Cacie Desautel, Production and Project Manager
  • Penny Milliken, CEO
  • Jared Nieuwenhuis, Communications & Marketing Consultant

SUPERJUMP

Nancy Drew: Mystery of the Seven Keys is your first release since 2019's Midnight in Salem. How did you approach this game's creation with the longer hiatus between? 

Suzy O’Hara

When it comes to development, there is no “hiatus” for us. Our team is continuously developing, refining, and creating for the next game. The transition from inception to development and then production is seamless and ongoing. Our approach to the game’s creation early on includes the game narrative design and technical engineers working closely with the creative team running on parallel development tracks. 

For instance, after completing production on our first game on the new Unity engine, Nancy Drew: Midnight in Salem (MID), we immediately began looking at what we wanted to implement in the next game. We especially considered the important fan feedback, brand elements, and the technology updates needed to improve systems. We are keeping in mind not only game 34 but also future games so we can make each new game even better while keeping those essential pillars of a Nancy Drew game at the forefront. We took time to create the new dual navigation system, develop new features, update the character production and animations, and explore ways to enhance the game's visual fidelity, making technical adjustments to the game engine along the way, all to be ready for game 34 production. 

The creative team I work on has multiple stories in development as an ongoing focus. We like to have many mysteries in varying stages of development, from concept to pre-production, ready. This gives us the flexibility to select a mystery that is relevant to the timing of the release and also a location that fans have often indicated they would like to see Nancy go to for her next adventure. We consider many elements that take time to develop properly, so we select the mystery that fits perfectly with our 34 other games for the next case. Identifying story opportunities and development is an exciting part of my everyday life and what I love most about storytelling entertainment. 


"As we work to adapt the Nancy Drew games for all audiences, we’re constantly looking for ways to reimagine old mechanics and design aspects in the 3D world of our new games."

Cacie Desautel
PRODUCTION & PROJECT MANAGER

Crafting Mystery and Magic: An Interview with HeR Interactive
Source: Press Kit.

SUPERJUMP

Mystery of the Seven Keys is a beautiful game! I love the loading screen facts, the painterly style, and the cleaner UI. I also love that you have a first-person and a Classic setting – it's how I'll always remember playing! How did you decide what to keep or/and remix in this game? 

Cacie Desautel

As we work to adapt the Nancy Drew games for all audiences, we’re constantly looking for ways to reimagine old mechanics and design aspects in the 3D world of our new games. In the future, we will continue looking for these opportunities and improving on what we have already adapted, such as the classic mode. The dual navigation system is a great example of what we are doing to appeal to both our longtime fans and new fans alike!

SUPERJUMP

Obviously, times have changed since the original game came out back in 1998, but it seems the heart is ever-present. How do you stay "true" to the Drew identity?

Penny Milliken 

We start from a place where we understand the significance the Nancy Drew universe has played in the lives of many of our players. Nancy Drew is an icon for a reason – because much of our fan base has found themselves in her, found strength in her, and escaped with her. Countless fans and celebrities traveling different paths in life cite Nancy as a central figure in their childhood. So, it's essential for us to maintain those core characteristics that have made Nancy Drew popular for over 90 years, such as her intelligence, courage, independence, and curiosity.  These key characteristics have made Nancy Drew an enduring and beloved figure, and we work tirelessly to ensure that those characteristics are seen in our games. 

SUPERJUMP

This is the franchise's first venture to Prague. How did you research the location and the stories surrounding the mystery? I've always enjoyed the cultural snapshots of the games, from ranches to ryokans, that give a little background on where we are. What is that process for story conceptualization – do you choose locale or mystery first, or do the two sort of naturally intersect?

Suzy O’Hara

It is a pleasure to know that you are a longtime fan of the Nancy Drew game series. As you know, we are one of the longest-running series games,ever-evolving and our players, as Nancy Drew, have solved over 34 cases! 

As noted earlier, development for Nancy Drew’s next case is a continuous process. With the rich legacy of the Nancy Drew franchise, we have a wealth of ideas and concepts to draw from. Nancy Drew, our iconic teen detective, is true to her roots but is also ever-evolving as the famed female detective. The settings, stories, characters, and crimes in our games are adaptations from the Nancy Drew book series or are original ideas and game worlds like Nancy Drew: Mystery of the Seven Keys (KEY). 

For the mystery, we like to consider current interests and unique crimes Nancy hasn’t solved yet. It could be a news story, a moment in history, or travel that sparks the idea. For KEY, the locale and mystery naturally intersected. The story is rooted in history with a modern cyber spin. It is a mystery plot that could only happen in Prague, and it was inspired by a family trip there.

While in Vienna working on MID, I visited Prague and was captivated by the Bohemian Crown Jewels and their protection by the seven keys and the key bearers. The haunted corridors and tales of royals and alchemists added intrigue. I was so excited that I called Penny, our CEO, and shared several ideas for a mystery set in Prague. Having visited Prague before, and then returning to consider it as a game story, she was equally inspired. The development of the game story, researching the crime, establishing the characters, so each is a suspect, puzzles, and experiences and how they fit into the game world were all part of the first phase of establishing the game story.

Turning the story into an immersive game experience makes it all come alive by working closely with the game design team. We had to ensure the narrative offered rich opportunities for player engagement through interactions, control, and Nancy’s signature snooping. Each story element needed to be translated into puzzles and challenges that felt organic to the history of Prague and the plot. Also designing an experience where players don’t just do things on Nancy's to-do list, but they have to think and reason like Nancy and become her. For me, working hand in hand with the design team, and our brand team to bring the iconic legacy game elements into the project is the heart of what transforms a story idea into an unforgettable game. We are so glad you enjoyed playing it! 


"Nancy’s character, with her unique blend of intelligence, courage, and independence, resonates across generations."

Penny Milliken
CEO

Crafting Mystery and Magic: An Interview with HeR Interactive
Source: Press Kit.

SUPERJUMP

The Nancy Drew games have a thriving fanbase, and I know many of us rediscovered a love of the games during the pandemic. From bake-offs to Q&As, how do you keep up with the social aspect of the studio? And do ideas or clamor from fans ever influence the next book-based mystery or location?

Jared Nieuwenhuis

I am so proud of the creativity the social media team shows daily. They understand the brand and our audience so well, which translates into great social media content and engagement. They collaborate seamlessly, and our team is constantly sharing ideas, being inspired by our passionate fans and their survey responses, and contributing to our social media goals. Additionally, they are disciplined and organized across different departments, which leads to a holistic communications approach. This enhances our overall success, aligns with the expectations of our fans, and grows the overall awareness of our award-winning games across multiple platforms. They also take a lot of inspiration from current trends and events. From International Video Game Day to the Olympics, we’re here to celebrate and cheer on our amazing fans while tying it back to Nancy Drew games and HeR Interactive. 

SUPERJUMP

One of the things I always loved most about HeR Interactive is its centering on women's stories. Nancy was one of the heroines I resonated most with as a kid, even though I had no shortage of superheroes to look up to. Why do you think she's remained such a role model to people of all ages?

Penny Milliken

Nancy Drew’s enduring relevance as a role model can probably be attributed to several factors:

  1. Timeless Appeal: Nancy’s character, with her unique blend of intelligence, courage, and independence, resonates across generations. Her relatability makes her a timeless figure in detective fiction or video games.
  2. Adaptability: Nancy has evolved over the years, from her original depiction in the 1930s to modern adaptations. This evolution is a testament to her ability to adapt to changing cultural norms and interests, ensuring her continued relevance.
  3. Diverse Media: Nancy Drew has made her mark in books, movies, TV shows, and video games. This multi-platform presence not only keeps her relevant but also makes her accessible to a wide audience.
  4. Fan Community: We are constantly amazed by our passionate fan base who continue to celebrate Nancy Drew. Be it fan conventions, online forums, or social media, the fans are directly responsible for Nancy’s ongoing popularity.

SUPERJUMP

I know development takes a lot of different hands to move the boat, and one thing I've often overlooked is the music. The soundtrack in Mystery of the Seven Keys is as enchanting and atmospheric as the past titles. How do you craft such a smooth soundtrack for the games?

Suzy O’Hara

The music in KEY was inspired by the contrast between old-world ancient Prague with the beautiful settings, and the modern world of high-tech crimes in the story. 

Our composer, Ryan Ricks, is phenomenal, starting with the narrative and setting to craft a cohesive musical experience. We provide him with detailed scenarios and examples, for feeling and tone, and he transforms them magically into layered, dynamic pieces. These tracks often allow for a variety of combinations with different instruments, enhancing the atmosphere of each scene. Cutscenes, which are critical for story progression and emotional impact, benefit greatly from his unique compositions.

We're thrilled you enjoyed how we blended the sounds of old-world Prague, local street performers, marionettes, our cozy coffee cafe, and the whimsical elements of Old Town. The cello at the museum and the cathedral’s music pay homage to Czechia’s classic music, while medieval legends and mysterious happenings bring a haunting vibe and suspense. The Aparat computer store and certain puzzles transport players to the more high-tech elements. The music is one of the game's highlights, and we hope players will enjoy each piece.


"Nancy operates in a world of reality and crimes, but to me, the stories woven in the case that tie in history, fiction, and some fantasy into the adventure add to the mystery that Nancy has to solve."

Suzy O'Hara
CHIEF CREATIVE & CREATIVE PRODUCER - GAMES

Crafting Mystery and Magic: An Interview with HeR Interactive
Source: Press Kit.

SUPERJUMP

Video game designs have changed a lot from the early aughts, but people still seem to like click-and-point-style adventures. Cozy games are fairly popular too. Do you have any games or game genres that you've drawn inspiration from? What about books or movies or music? 

Suzy O’Hara

Inspiration from games I search out is usually very strong in story and character development. I simply love narrative mystery adventure games.  

I play many fun casual games that are always inspiring for our activities and mini-games. 

Those fun Nancy experiences give us the chance to develop new mechanics often played in more casual games and puzzle sim types. I like games like Monopoly, Portal 1 and 2, The Room, Countryle, and Papers Please. 

Also, games rich in investigative clue-gathering and deduction. These games to me are among the best for their unique storytelling, investigative gameplay, and often innovative mechanics. Some examples that are top on my list are Return of the Obra Dinn, the Uncharted series, and Sherlock Holmes.

As far as books for inspiration, all Nancy Drew mystery books, of course!! 

Also, fantasy books offer rich worlds and compelling stories, drawing on a variety of myths, legends, and folklore to create engaging fantasy elements in Nancy’s adventures. 

Nancy operates in a world of reality and crimes, but to me, the stories woven in the case that tie in history, fiction, and some fantasy into the adventure add to the mystery that Nancy has to solve. 

For movie inspiration for storytelling and mysteries, here is my list:

  • History! Drama and the classics all offer real situations told in universally appealing ways.
  • Spy and espionage
  • Classic mysteries well told: Agatha Christie's Orient Express, Glass Onion: Knives Out, and Sherlock Holmes films and series. 

For Music inspiration: Music that inspired ideas for KEY drew from the classical to the mysterious and lo-fi moods, as we used in the Nancy Drew Café holiday mix that has a cozy café vibe with music from past games and as well as new tracks from KEY.  

SUPERJUMP

Of course, I have to ask, what is one of the games in the franchise you consider a favorite?

Our favorite Nancy Drew games, not including Nancy Drew: Mystery of the Seven Keys:

Penny Milliken - Nancy Drew: The Silent Spy

Suzy O’HaraNancy Drew: Curse of Blackmoor Manor 

Cacie DesautelNancy Drew: The Silent Spy

Jared NieuwenhuisNancy Drew: Ghost of Thornton Hall


I want to sincerely thank the HeR Interactive team for taking the time to interview with us! And, of course, thanks to Nancy – who taught me to be brave, kind, and always curious.

Mystery fans old and new alike should give Mystery of the Seven Keys a spin, or any of her 34(!) other mysteries, including those mentioned as favorites by the team above. As a longtime Drew fan, my opinion may be biased, but the longevity of the brand speaks for itself – these games have always been wonderfully realized point-and-click adventures. They're charming, creative, and most of all fun; so, there's bound to be a mystery (or many) right for you.

You can keep up with all things Nancy Drew via blog, YouTube, and Facebook, and other social media channels.

FFXIV: Dawntrail Job Guide

FFXIV: Dawntrail Job Guide

Final Fantasy XIV is on its fifth expansion, and with that comes two new jobs for our Warriors of Light to master. Dawntrail's release means that Pictomancer and Viper – both damage dealers (or DPS) – are newly available to play. But they're far from the only options.

Final Fantasy XIV is now officially up to 21 main jobs, as well as one limited job with a second on the way. A continual evolution of specified playstyles means that with every new level cap, each job gets tweaked a little, making it the perfect opportunity to dive into something new.

SUPERJUMP has a handy guide for anyone not certain what job to level next, homing in on what each excels at, the drawbacks, and its playstyle.


2.0 A Realm Reborn

Final Fantasy XIV's base game includes the original base class to job evolution. Your journey from levels 1 - 30 are as your selected base class, and upon reaching level 30 you receive your corresponding job stone and are able to move through the job questline. You'll need to complete one of these regardless, as not only does the game require you to pick a discipline during character creation, but every other job introduced in the later expansions begins at or after level 30.

You'll progress through the job quests through to level 80. These job quests also grant certain actions upon completion, so not completing them means you'll be missing the necessary skills. They're a must.

Tanks

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Gladiator - Level 1, Gladiator's Guild

Job Quest: Paladin's Pledge - Level 30, Gladiator's Guild

Paladins are primarily party-defensive tanks, with a skillset suited to mitigating damage to the whole party. In comparison to the three other tanks, Paladin is more "buff"-heavy, meaning they can do more to protect the at-large group and even heal other members, but also have to balance the uses of their abilities. Play-wise, there might be a little negotiating with party-wide damages and preemptively knowing when wind-ups for big hits might benefit from popping a little extra protection on everyone. They also have some skills that require casting.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Marauder - Level 1, Marauder's Guild

Job Quest: Pride and Duty (Will Take You From the Mountain) - Level 30, Marauder's Guild

Warriors are tanks focused more on damage and self-preservation. They've got nifty self-healing abilities that are notoriously convenient for running content solo. They lack Paladin's more party-based defense strategy, but their invul ability – Holmgang – is an endure-like ability that keeps them from falling below 1 HP for 10 seconds and is similarly as basic in use. Warrior is often considered extremely beginner-friendly due to its self-sustaining abilities and a forgiving rotation.

So, if you prefer a bit of tunnel vision when tanking – in not necessarily having to worry about party buffs, and instead focusing on yourself and fight mechanics – Warrior is the way to go.


DPS

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Lancer - Level 1, Lancer's Guild

Job Quest: Eye of the Dragon - Level 30, Lancer's Guild

Dragoons have a storied history in Ishgard. They're the poster job for Heavensward, and they also used to be affectionately known as floor tanks. They're very leap-oriented, so it's important when playing Dragoon to know your position on the board and be able to accurately understand where your dismount might land you, although this has become less of a pain in recent updates. Dragoons are also positional, meaning that damage is increased depending on the position in which you're executing certain skills.

These positions are usually the rear and flank (often on bigger enemies or bosses) and straight lines for mobs. Dragoons have a pretty solid starter kit with a very focused and straightforward rotation. Battle Litany, acquired at level 52 by way of job quest, provides more utility for the party, but otherwise, this job is a dedicated slice and dicer.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Pugilist – Level 1, Pugilist's Guild

Job Quest: Brother From Another Mother – Level 30, Pugilist's Guild

Monks move fast and hit hard. They're a close-range melee and are great if you're looking to be able to run around the board and dodge mechanics without having to worry about cast times or more explicit positionals. Unlike Dragoon, there's a fair bit of flexibility in how (and when) exactly you want to execute certain actions, but this also makes the job a little more of a balancing act. Monk has different "forms", and transitioning into these will determine the nature of the rotation in use. There are positionals in the coeurl form, but the other two – Opo-opo and Raptor – are more general in dealing damage. Monk has a generally loose, weavy feel during combat, with constant upkeep of moves and little downtime.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Archer – Level 1, Archer's Guild

Job Quest: A Song of Bards and Bowmen – Level 30, Archer's Guild

Bards are the songsters of the group, and like their inspirational counterparts, they have more utility for the wider group in the form of music-based actions that offer increased critical hit rates, healing, and more to all party members within range. Bards are also less strict in their rotations and have room for maneuverability in playstyle. Because of this focus on the wider group, Bards have somewhat of a responsibility (especially in higher-end content) to understand the use and timing of certain critical skill buffs.

In addition – you ever hear anyone playing the harp in the overworld? Leveling Bard also allows you to unlock instruments, which will provide you with a plethora of ways to play actual music on a variety of instruments.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Thaumaturge - Level 1, Thaumaturge's Guild

Job Quest: Taking the Black – Level 30, Thaumaturge's Guild

Y'shtola of the Scion is a dedicated black mage – a powerful spell-caster who can literally call down meteors on foes. Black Mage is a caster, meaning that you will have some downtime in readying spells, making the class a bit more difficult if you're dodging mechanic-heavy fights. There's a long-running joke that Black Mages refuse to move for certain AOEs when they're in their ley lines, which reduces cast time for a quicker rotation. It reflects a pretty real sacrifice of the playstyle, in that mistakes in your rotation when balancing the element gauge while having to dodge can result in a loss of built-up DPS. It is widely considered one of the best DPS damage-wise though.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Arcanist – Level 1, Arcanist's Guild

Job Quest: Austerities of Flame – Level 30, Arcanist's Guild

Summoners utilize the unique ability of summons, or "pets", to help deal damage. There are three main summons which, after the carbuncle phase, will become Garuda-egi, Ifrit-egi, and Titan-egi. Later levels see your ability to unlock Bahamut and Phoenix, which are pretty fun to unleash onto the field. Summoner is also one of the few DPS classes that has a resurrection ability, so they're able to assist healers if the party is taking heavy losses during a high-level raid or trial.

FFXIV: Dawntrail Job Guide

Class Quest: My First Daggers – Level 1, Rogue's Guild

Job Quest: Peasants by Day, Ninjas by Night - Level 30, Limsa Lominsa Lower Decks

Ninja is a notoriously busy job, with high DPS and constant damage-dealing. There's little downtime, and there are windows in which you have to execute high burst damage. It's a very mobile class with some positionals, so there's a lot of flexibility in movement if you're trying to easily get out of the way of AOEs and other telegraphed attacks. This makes it a good choice for dodging mechanics, but the rotation can get busy, be demanding, and require focus.


Healer

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Conjurer – Level 1, Conjurer's Guild

Job Quest: Seer Folly – Level 30, Conjurer's Guild

White Mages are the traditional healers, with the bulk of their actions focused on casting strong burst heals instead of regen abilities or shield actions, meaning the play is a bit more reactive to what's happening in a fight than it is preemptive. As casters, this also means you run up against a similar issue as Black Mage, although thankfully this is offset by a great set of off-global-cool down (oGCD) skills that consist of instant heals and a pretty big heal-potency buff. They're also the only job questline that gets a mount at low level, so if you want to snag a unicorn by level 30, this is your place to do it.

FFXIV: Dawntrail Job Guide

Class Quest: Way of the Arcanist – Level 1, Arcanist's Guild

Job Quest: Forgotten but Not Gone – Level 30, Arcanist's Guild

The great thing about Scholar and Summoner is that they're both derived from the Arcanist class, so you really can level 2 jobs for the price of one until level 30. Scholars have a little more of a detailed playstyle, considering they've got a "pet" that, while autonomous, can do with a little guiding. Scholars are considered shield healers, which means they have a heavier focus on regen abilities and protective spells, but they're also pretty flexible.

Since this job has designated pet commands, it allows for greater situational specificity and adaptable play. This also means it's a bit of a hard sell if you like a less cluttered hot bar.


Heavensward

2015's Heavensward brought three new jobs into the rotation, one for each of the roles. The starting city - Ishgard - is full of towering Gothic structures and continual gales of snow. You'll find each starting quest line for the new jobs housed here, with no more class quests as a prerequisite. While you'll need to have completed the base game MSQ to unlock them, they all start at level 30.

Tank

FFXIV: Dawntrail Job Guide

Job Quest: Our End – Level 50, The Pillars

Dark Knight is well-beloved for having one of the more emotionally potent questlines in the game. Some level it explicitly for that, but Dark Knight is a popular tank for a reason, and it's only partially because of its cooly gothic aesthetics. Like Warrior, Dark Knights can cause a lot of damage, but they have fewer self-sustainability abilities. You can also summon a shadow to fight with you at level 80, which adds to the whole job's vibe.

One of the more complicated aspects is in its invul ability, Living Dead, which allows you to essentially live past a hit that takes you to 0 HP, but you have to reach that 0 to activate your following ability, Walking Dead, which allows your dealt damage to provide big HP regens. This is a nifty ability when applied right but can also backfire in a way that Warrior or Paladin's invul abilities can't.


DPS

FFXIV: Dawntrail Job Guide

Job Quest: Savior of Skysteel – Level 50, Foundation

Machinists are the gunslingers of the group, able to fire off from a distance with consistent damage. Unlike Bard, they have no real party buffs, meaning they're more focused on dealing damage. By level 40 Machinists gain a rook companion that runs, essentially, on its "battery" charge, and can only be in battle for so long. Machinists have a fairly dedicated rotation, so there's less concern about how flexible a player has to be under pressure. They're great if you want to blend more into the damage-dealing background.


Healer

FFXIV: Dawntrail Job Guide

Job Quest: Stairway to the Heavens – Level 50, The Pillars

Astrologians are a bit more complicated than their other healing counterparts. They function on the use of cards that can be applied to certain members of the party based on their own job classification. For example, if the Balance card is drawn, it's best applied to a melee DPS or a tank for that extra few percentage points of buffed damage dealing. Knowing what cards apply to what classes makes this job a fair bit more difficult to master, in that there's some memorization needed under pressure, and the preemptive needs of the abilities means you'll have to read the tells of content mechanics more closely.


Stormblood

The third expansion arrived in 2017 and brought two new DPS jobs. This time the starting city is the jumping-puzzle playground of Kugane, but you won't find the jobs here – they're both unlockable in Ul'dah, and the only prerequisite is that you reach level 50, as they both start at level 50. This would start the trend of each new job introduction at expansion launch being twenty levels below the current max level. This also means they're only ten levels below the previous expansion's max, and since you're starting Stormblood at 60, you'll only need to level up by 10 to go through the MSQ with a shiny new job.

DPS

FFXIV: Dawntrail Job Guide

Job Quest: The Way of the Samurai – Level 50, Steps of Nald

Samurai is the heavy hitter of the melee DPS, in that it is a pure damage dealer. It lacks any party buffs, so the focus of the job is considered more selfish, an ideal choice for those who don't want to have to worry about when and how to execute certain buff abilities on other players. As a melee class, Samurai can also easily move around while still executing actions. It's a good starting class with high yields of damage, where you can focus, really, on just wailing on the enemy.

FFXIV: Dawntrail Job Guide

Job Quest: Taking the Red – Level 50, Steps of Thal

Red Mages are a bit of a mix between casters and melee classes. They see-saw between the white and black mana use and function slightly similar to black mages in the balancing out of particular spell affiliations. You also have engage and disengage abilities that, if well timed, allow for easy outs from AOEs as needed. Red Mages are also sometimes cheekily referred to as "Rez-Mages" for their Verraise ability when paired with their Dualcast trait (meaning the next spell has no cast time) for a great combo in high-end content. Conversely, it can also put some extra pressure on you if you want to fly a bit more under the radar. Luckily, you don't have to really worry about that until level 64 – and even then, its only real constant usefulness is in bigger party content.


Shadowbringers

Lali-HO! Shadowbringers is the expansion everyone talks about. It broke some ground after doing away with the slightly daunting job quests, and instead consolidated all roles into dedicated role quest lines. This was a four-way split to tank, healer, magical ranged DPS and physical DPS role quest lines. Luckily, these don't grant abilities like the job-specific quest lines do, so you can complete them at your leisure in later expansions – although they are required reading in Shadowbringers.

Tank

FFXIV: Dawntrail Job Guide

Job Quest: Makings of a Gunbreaker – Level 60, New Gridania

Gunbreaker is a high-damage tank with a rotation that feels very DPS-like to a lot of players. It's got flashy moves and versatility in what kind of tank it needs to function as, so in content with two tanks, like higher-end trials, Gunbreaker can more easily adjust to the playstyle best suited to complement the other tank. Its invul ability, Superbolide, is fun in that it immediately reduces your HP to one while offering a window of 10-second invulnerability. Superbolide does have a pretty big tell (in that the HP just whooshes to one) but hey, as I've been maining White Mage lately, that's what Benediction's instant full heal is for!


DPS

FFXIV: Dawntrail Job Guide

Job Quest: Shall We Dance? – Level 30, Lower Decks

Dancers fall in with Bards at the lower end of the damage-dealing spectrum in exchange for great party-wide buffs. Specifically for this job, you can select a "dance partner" with whom you can share all the benefits of your personal buffs, so it's best to choose a high-yield damage dealer like Samurai. There's a fair bit of flexibility with Dancer and it's an easy job to dodge with, making it a good selection for newcomers. It's also got something of a dancing mini-game at the end of a rotation, making it feel a little more cheerful than some of the serious jobs.


Endwalker

All good things end, and we mark the finale of a 10-year saga with the release of 2021's Endwalker. This also marks the first new job – Sage – that would be endemic to Final Fantasy XIV itself. These jobs are unlockable in the starting cities of Ul'dah and Limsa Lominsa, so you can grab them as long as you've reached level 70.

Healer

FFXIV: Dawntrail Job Guide

Job Quest: Sage's Path – Level 60, Lower Decks

Sage is considered a shield healer, meaning that nearly its entire toolkit is dedicated to preventative or pre-planned healing. This makes the job the opposite in utility of White Mage, which excels in topping up low numbers. Sage is all about preventing the numbers from getting that low in the first place, and they've got quite a few skills aimed at assuring damage is mitigated. It's best suited to players who like to be proactive rather than reactive and works wonderfully if you can reduce greater damage right off the bat. If stuff does hit the fan though, Sages aren't necessarily equipped with instant burst heals as readily as White Mage or Scholar.


DPS

FFXIV: Dawntrail Job Guide

Job Quest: The Killer Instinct – Level 60, Steps of Nald

Reaper calls the aid of voidsent to assist in battle. It's a very aesthetic job, sharing the vibes of Dark Knight in its particularly emo attire. Unlike most other melee jobs, it doesn't have as many positionals to remember, and also features an ability to become possessed by a voidsent, allowing you a burst window of high damage dealing. Reaper is flexible and considered easy to initially learn, making it a great entry point for those new to melee DPS.


Dawntrail

Announced at 2023's Fan Festival in Las Vegas, Square Enix unveiled Dawntrail, ushering in a new arc for the game's central story. It's a much sunnier venture – with vistas and cities inspired by South American cultures and rite of succession on the line. The two main jobs each start at level 80.

DPS

FFXIV: Dawntrail Job Guide

Job Quest: Enter the Viper – Level 80, Steps of Nald

Viper is the newest melee DPS and boasts extremely high damage. It's also a much more straightforward job than some of the other melee DPS jobs, meaning your hot bar won't be quite so busy. Lacking any real party buff skills, Viper is a more selfish playstyle focused solely on dealing damage and can grant itself its own buffs. Its combo also has more tells, making it easier to execute under pressure, as there's more guidance for what to press and at what times.

FFXIV: Dawntrail Job Guide

Job Quest: The Joy of Pictomancy – Level 90, Old Gridania

Pictomancer is a unique job that's got an...interesting playstyle. There's also something unintentionally hilarious about seeing players bust out a giant cartoon hammer while fighting a massive enemy that might be responsible for ending the world as we know it. Pictomancer focuses on painting certain rotations for its job gauge, and these can be applied situationally. You can also "pre-load" certain skills by painting them on your canvas, allowing you easy access to them as needed. It's a change of pace from other jobs that follow similar patterns, making Pictomancer a pretty fun pick.


So there you have it, 10 years of Jobs in the epic universe of Final Fantasy XIV. Let us know if the comments if you'd like to see more guides from our team.

Night and Day: A Review of Frank and Drake

Night and Day: A Review of Frank and Drake

Billing itself as a modern gothic tale, Frank and Drake is certainly that – but it's also a kind, winding tale of personal connections. Clocking in at a little over four and a half hours (at least, my first playthrough took around that long, spaced over a few days), developer Appnormals Team has managed to deliver a heartful rumination on the flaws that keep us from meeting others halfway, and the small moments of kindness to ourselves and those around us that brighten our lives.

I've lived in a city for nearly all my adult life. I know the backway graffiti, the quiet streets, and flickering lights in wide alleys. It's a vibe the game captures well, reminding me of nights when I stood by an alley close to home, looking at the neon-lit lights of a bar and hearing the raucous music inside as if it were a paean. I know how deep our connections go here, even if they feel as if they're surface level. People look out for each other. Neighbors take in mail, check on those they know live alone, keep an eye on the familiar paces we always see someone taking and worry when, one day, they're no longer there.

Frank and Drake illustrates this cohesive awareness of others in loving detail.

Between hours

The story revolves around two characters: the eponymous Frank and Drake. Frank functions in the daylight and has issues with memory, Drake is (literally) allergic to the sun and can only go out at night. They communicate, once Drake moves in, entirely through sticky notes left on the fridge. Through these, the relationship grows, moving from curious to caring as Frank and Drake begin to take on the burden of each other's troubles. This eventually unites them as they work towards the same goal. Something is afoot in Oriole City, and they both mean to find out what.

Night and Day: A Review of Frank and Drake
Source: Author.

I know the backway graffiti, the quiet streets, and flickering lights in wide alleys. It's a vibe the game captures well, reminding me of nights when I stood by an alley close to home, looking at the neon-lit lights of a bar and hearing the raucous music inside as if it were a paean.

We follow this branching mystery by taking turns playing through each of their points of view, with Drake at night and Frank during the day. It's through their "ships passing in the night" style of cohabitation that we learn what ails each of them, physically and mentally, and get slowly closer to finding out why.

The art style of the game utilizes rotoscoping, which traces animation over real movements, and these feel enlivened by the animations, given greater personality by the simple color and lighting. The movement is heavy, even, in something as simple as the contemplative lifting of a hand to draw a sticky note from the fridge after a restless sleep. These moments of movement are indicated by pressing the arrow keys in certain scenes, and they feel nearly meditative in their slowness. Take a moment, the game seems to say, relax with this.

The music moves between nascent lo-fi to soft jazz, echoing the lulling feeling of the game itself. Its decidedly reflective and moody, but that fits the nature of the game's mystery taking some darker turns. I played Frank and Drake mostly at night, which felt appropriate for me, glancing out occasionally over my own city skyline. It's a game with a comforting melody, a mystery to solve that's edgy but never brutal.

There's a lot to infer from Frank and Drake as well. It doesn't really hold your hand at all. I sometimes sleepwalk a bit through games, pressing buttons to progress without really putting thought into it, but this game requires more focus. Not by being loud and explosive and direct, but in the silent ways it asks you to put the pieces together. You move through its numerous puzzles without a real roadmap, but they're simple enough that a little bit of thoughtfulness can go a long way into solving what might otherwise be a frustrating thing when rushed. There was a small puzzle I had to do as Drake to make constellations, and I later realized these shapes corresponded with a pamphlet that I had on hand as a reference. I didn't know it then, but these tiny moments of realization tie directly into the narrative, even if they aren't always obvious.

At first, I thought this was a detriment (there were a few parts where I was left scratching at my head, wondering what to do next) but I also realized this was, in a way, user error: I was asking the game to tell me everything, when I should have been paying attention to what it was trying to say.

Longing for more

Frank spends his time chasing his own ghosts. There is a despondency to this – as if he's aware he may never catch them. Drake, meanwhile, moves with reluctance through his troubles, haunted by actual ghosts but lamenting the fact that they're even there. These are characters who have been through a lot, but still manage to exude kindness and a readiness to help, even if it's just to escape their own turmoil. I leveled up their relationship fairly quickly, moving them to intimates by the 3rd day out of a 6-day period, mostly because it felt the natural inclination of the game.

You're able to choose your direction, picking from two options on most days, sometimes more, and these actions affect the story's ending. I only got to one ending, but I was intrigued enough that I'll go back for more. I'm sure there's a load more to explore, but even so, I enjoyed the sparser aspects of the game's narrative. Some of the told stories or insinuated elements remain more elusive, but the art of it all – and the way it conveys these feelings through art – make those unknowns feel purposeful and vibrant, in that we might be able to put our own conclusions together.

Night and Day: A Review of Frank and Drake
Source: SteamSource.

I was asking the game to tell me everything, when I should have been paying attention to what it was trying to say.

The development team did a wonderful job with Frank and Drake's story, from the lovingly crafted soundtrack to the intimacy of its art style. Each playthrough offers a different set of options, the branching networks told daily by a small slip of paper. And there is a lot of little communicators in the game, between post-its, memories, hauntings, and journals, this gives us a deeper consideration of these characters, even given the brevity of the gameplay. Frank and Drake provides us glimpses into other lives, reads like a love letter to urbanity, and reminds us that good people are all around us.

SUPERJUMP received a review code for this game.
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